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  • ...t released another hotfix of version 1.1. It should be compatible with all mods and saves. ==Change list==
    1 KB (161 words) - 04:16, 7 November 2023
  • ...of RimWorld. It should be 100% compatible with all existing savegames and mods. The new version is 1.0.2150. Steam will auto-update. If you’re playing the DRM-free version of the game you can go download it now from your permanent personal download l
    2 KB (342 words) - 16:49, 15 July 2022
  • {{rewrite|reason=Should be a general intro to what mods are, links to other tutorials, the installation tutorial etc.}} ...fications to the game, they can add items, new functionally, and a variety of other things.
    4 KB (727 words) - 14:33, 28 January 2024
  • * '''Mac users''': [[Installing_mods#Installation|Installing Mods]] details how to enter your Rimworld directory.<br/> Mods/
    4 KB (636 words) - 22:49, 18 January 2021
  • ...pelled by a change in Unity/.NET. This broke compatibility with many other mods. Here is a full article about Harmony from its author explaining what happe # Place the mods HubsLib and Harmony directly after Core/Royalty in the mod load order.
    3 KB (443 words) - 04:16, 7 November 2023
  • ...More info on this in the last hotfix update and a writeup from the author of the Harmony mod. Let's give them a few days to get things settled! # To the right of the 'send signal' box, click the '...' button. Select the entry similar to
    2 KB (328 words) - 04:16, 7 November 2023
  • Rim-Cartels adds a whole new level of exploration and depth to RimWorld. It adds in the ability to build up a dru * 3 Types of Plant
    2 KB (255 words) - 18:38, 17 December 2017
  • ...s other mods that your mod might be dependent on and load helpers that mod list auto-sorters can use to determine when to load your mod. Mods
    11 KB (1,622 words) - 21:31, 4 April 2024
  • In this tutorial you will learn different ways to make XML mods compatible and how to link existing and modded recipes, facilities and buil # How to fix compatibility between XML mods
    6 KB (833 words) - 23:46, 12 March 2023
  • ...ing to go? [[Plague Gun (1.1)|Here's a good tutorial that introduces a lot of things gradually]]. Want to take it slow? Smart. It's '''strongly''' recomm Seriously. There are so many mods, there is generally one, probably of high quality, doing what you want it to. You might not need to make a mod!
    2 KB (373 words) - 22:07, 19 June 2020
  • ...in their respective domain without interfering with the operation of other mods. All that is required is at least one, but preferably two modders willing t ...that while two mods can both change the same thing, we can't really speak of a conflict until unintended or undesired behaviour arises.
    6 KB (918 words) - 11:13, 5 August 2023
  • This tutorial is an XML only version of [[Plague Gun (1.1)]] updated to RimWorld v1.3 ...new items and modify existing ones, as well as have a basic understanding of RimWorld XML file structure.
    8 KB (1,178 words) - 17:24, 10 December 2022
  • All i ask is fo you to add a link to my original mod if you use anything out of it. Thanks in advance. <br />[[#List of Mods|Back To Top]]
    1 KB (130 words) - 02:39, 5 July 2019
  • - Make sure no mods updated since you last played, if a game that was running fine suddenly bro Mods must be loaded beneath any and all dependencies.
    8 KB (1,376 words) - 05:07, 7 May 2022
  • ...could play just one file the same way every time. Or it could play a cycle of different sound files with filters and randomized parameters. These are def * At the top of the screen you'll see white development tool icons. Mouse over them to see
    6 KB (1,073 words) - 14:21, 12 July 2023
  • 10 colonists eat 10 meals a day that's ten buckets of water needed. All i ask is fo you to add a link to my original mod if you use anything out of it. Thanks in advance.
    1 KB (171 words) - 18:40, 17 December 2017
  • This guide explains the application startup sequence of RimWorld. ...you have any questions regarding application load issues, please make use of online resources such as the '''#mod-development''' channel on [https://dis
    11 KB (1,095 words) - 22:17, 10 February 2024
  • ...do at runtime. The implementation is that the ''Def'' class has a ''public List<DefModExtension>'' which can easily be extended. <nowiki>+</nowiki> Compatible with savefiles, other mods, you name it.</br>
    4 KB (534 words) - 12:52, 4 February 2019
  • ...es it easier to load content that is optionally dependent on DLCs or other mods. The <code>packageId</code> for mods can be found in their [[About.xml]] file.
    19 KB (2,271 words) - 15:53, 5 November 2023
  • ...out for proper recognition by RimWorld as well as compatibility with other mods. ...<code>Mods</code> folder for manually installed mods as well as new local mods can be found in the following default installation locations:
    15 KB (2,199 words) - 22:44, 16 April 2024

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